The webpage say: “Warning - if you accidentally selected a gigantic wrapper object, the script may be stuck in processing mode for a very long time. A new version which lets you escape a bad situation like this will be posted very soon !”

Lets say a bodysuit? How long are we talking? Is this days, or hours, or like 20 minutes? I’ve been running one now for about 10 minutes. I assume it is still “working”?

The webpage say: “Warning - if you accidentally selected a gigantic wrapper object, the script may be stuck in processing mode for a very long time. A new version which lets you escape a bad situation like this will be posted very soon !”

Lets say a bodysuit? How long are we talking? Is this days, or hours, or like 20 minutes? I’ve been running one now for about 10 minutes. I assume it is still “working”?

If you ‘touch’ the tab and it’s still busy it will put up one of those warning messages in brackets ‘not responding’ ... touch nothing until that goes away. [although I wouldn’t wait for days!] If you touch the tab and nothing happens, exit it, and check the Parameter Tab for the new morph.

edit to add: The bodysuit I’m making was made in sections. Did each leg, each arm and the main torso. Then knit together in Hexagon.
The wrapper can do strange things with skirts around legs. So for skirts, I made a clothing dress dummy to use instead of Genesis for the process.

I waited about 30 minutes, then I had to kill DS. I retried and started small with a tube. Even with that, I found you need to be very careful starting around the legs, as it has a hard time wrapping around 2 legs. Create, stretch, smoothing/collision mod, export, import and rig…works.

I waited about 30 minutes, then I had to kill DS. I retried and started small with a tube. Even with that, I found you need to be very careful starting around the legs, as it has a hard time wrapping around 2 legs. Create, stretch, smoothing/collision mod, export, import and rig…works.

so far in my tests, i limited the tube complexity to under 8000 faces ( often only 1K or 2K faces )
another factor is what the collider is attached to

for each vertex in the shrinkable tube ( ex: 8000 faces )
the collider scans through the collided object’s tens of thousands of faces

one way to speed things up would be to hide the character’s head,
eyeballs, feet and hands/fingers, export this as an obj,
re-import this obj and use it as the collided object

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down the road i’ll offer speed improvements - for example, someday the collider
should use a BVH (Bounding Volume Hierarchy) structure to avoid
passing in review each facet of the collided object

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also, i will probably integrate the shrink-wrapping functions in the mcjCollider itself
which will probably give a 10X or 100 X speed improvement over a script

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i worked on the “spandex” effect which was used to create the A3 Bodycon
it should be part of the next shrink-wrapping script